Balancing/Next Steps


Hey there!

Having just finished the demo for my game, I've been thinking about various improvements and additions that I could make, as I continue to develop the wider game.

One thing that I would like to overhaul is how the damage system works. In the demo, you'll notice that zombies simply deal contact damage, and that's pretty much the extent of it. However, you've probably also noticed that a lot of the zombies are fairly easy to run past if you don't want to engage in combat (perhaps because you're rationing your mana). This is by design. I want the player to make logical choices about whether or not it'd be worth using what limited resources they have at their disposal. However, with it being the case that the zombies are fairly easy to slip past (in most situations), it stands to reason that the player should be punished more heavily if they do end up coming into contact. 

There are various ways to go about this. One obvious way is to just flatly increase the damage that the zombies deal. However, zombies/undead enemies are merely one among MANY categories of enemy that will be in the game, and I don't want to make the basic, fodder enemy too big of a heavy-hitter. I've been thinking about this a lot the past few days, and I think I've come up with a clever solution to the issue, which increases the threat level of the zombie without breaking the balance of the game... This is something that I will implement in the second demo, so watch this space...

As I continue to overhaul the damage system, I've also been busy designing the layout for the next area. More info about this coming soon...

Before I conclude, I'd just like to thank everyone who has given the demo a try. I know it can sometimes be off-putting when you see an unfamiliar name on here, so I appreciate you giving me a chance.

See you soon!

Scary Pixels.

Files

The Fall of Ravenwick Castle (DEMO).zip 26 MB
39 days ago

Get The Fall of Ravenwick Castle (Demo)

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